Rules compendium

Follow your Magic Dice through Trance

Follow your Magic Dice through Trance. Every route moves existing dice. Trance ends when you hold no MD; spending or converting dice does not change Vitality.Follow your Magic Dice through Trance. Every route moves existing dice. Trance ends when you hold no MD; spending or converting dice does not change Vitality.Follow your Magic Dice through Trance. Every route moves existing dice. Trance ends when you hold no MD; spending or converting dice does not change Vitality.
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Magic Dice (MD) are your existing Action Dice (AD) in a different form. Your one Magic Pool contains Ready and committed MD; both count towards its limit.

  1. During your own Activation, entering or deepening Trance is a Minor Action, once per Activation combined. Have a Trance use, pool room, and enough Ready AD to pay the full modified cost with at least one Ready AD left to convert.
  2. Spend one Trance use and pay the 1 AD base cost after discounts and cost modifiers. Slowed makes this payment 2 AD. Payment dice become Used AD and cannot be converted. An illegal declaration spends nothing.
  3. Convert remaining Ready AD one-for-one into Ready MD, from one die up to remaining pool capacity. Ready and committed MD share that capacity.
  4. For a spell, pay one Ready MD as its base casting die. Legal Boost can use Ready AD, Ready MD or both, within the casting Skill’s limit. Resolve the spell before moving its spent dice.
  5. Spent AD and MD become Used AD whether the casting succeeds or fails. A successful ongoing effect requiring Trance keeps only its base MD committed; spend its Boost dice normally.
  6. When that ongoing effect ends, move its committed die to Used AD. If the die is Wounded or otherwise leaves the pool, end its effect and keep the die’s new state.
  7. Ordinary Refresh returns Used AD as Ready AD, including dice previously spent as MD. Ready and committed MD do not join it. Prepare MD again through another Trance use.
  8. Once on your own turn, voluntarily release the whole Trance as a 0 AD Trivial Action. Ready MD become Ready AD. End held effects and move their committed MD to Used AD. This is not a Reaction.
  9. If another effect closes Trance, end held effects and move all remaining MD to Used AD, unless that effect expressly states another movement.
  10. For Wounds, choose Ready AD or Ready MD first. Only if neither remains choose Used AD or committed MD. The chosen die becomes Wounded AD; wounding a committed die ends its effect. Healing restores Wounded AD as AD.

Result: Every route moves existing dice. Trance ends when you hold no MD; spending or converting dice does not change Vitality.

  • A replacement needs a new Ready MD. If failure preserves the old effect, keep its die committed. A successful replacement ends it and moves its die to Used AD.
  • If your pool limit falls, release enough MD to fit: Ready MD become Ready AD; committed MD end their effects and become Used AD.
  • An effect ending at the start of your Activation releases its die before ordinary Refresh. Otherwise, keep its stated ending time. Never move a die twice.
  • End Trance before Rest and remain out of Trance throughout it. A completed Rest restores spent Trance uses but prepares no MD; an interrupted Rest restores none.

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